CDMDiscord
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Handbook

Recipes

Roughness almost always. Metallic only on real metal. Super for 95 percent.

Minimum: _co on the model + .rvmat + _nohq + _smdi. AS/DT/MC optional. Super for ~95 %. Exceptions: terrain → NormalMapDiffuse Terrain, real glass → Glass, water → CalmWater.

Import checklist

SourceNeed?Effect
Albedo _co _basecoloralwayscolor — on the model
Normal _nohqalwaysrelief
Roughness / glossalwayswithout it gloss≈0 = everything matte
Metallicreal metal only255 = metal, 0 = rust/paint
AOrecommendedAS stage
DT / MCoptionalclose detail / large variation
ORMalternativeAO+rough+metal in one file
finished SMDIalmost neverthe tool builds it from rough/metal

Recipes

  • Metal: Iron / Aluminium / Chrome / Gold / Rust. CO + NOHQ + roughness + metallic + AO. SMDI mode gltf. Chrome needs a bright ENV (skyline) or it stays grey-matte
  • Concrete / stone: Concrete. CO + NOHQ + roughness + AO. No metallic — otherwise a teal/green tint
  • Wood: Wood (matt). CO + NOHQ along the grain + roughness (raw bright, oiled darker)
  • Cloth: Fabric + Clothing material preset. normalScale ≤ 1, power not above 16, no metallic
  • Leather / rubber / plastic: Leather / Rubber / Plastic. Roughness is the main screw
  • Glass: Glass (buoy) preset, CO with alpha, Glass shader. Maps can come from the Glass app
  • Water / ice: Water + CalmWater · Ice / Snow
  • Object ground: Soil (matt) + Super. Terrain layers: Terrain preset + NormalMapDiffuse Terrain

Rule of thumb: set the preset → roughness is the main ingredient → tweak on the sphere in sun mode → export.